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I am presuming that Observer is refering to the patrols where you have to sail for many weeks to get to your distant location. If you don't sink anything along th way the morale will decrease. I think he is being over cautious. I can run my u-boat with the default crew setup that only has 4 out of 5 officers qualified with a single qualification and with many unqualified PO's. The extra qualified PO's and extra qualifications for the officers will just make life easier. |
Der Teddy Bar,
I kept getting "The topic or post you requested does not exist". I used Gizzmoe's link. This sounds like a great improvement. Can I make these changes while at sea, or should I wait until I am in port? Thanks |
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You can do these changes at sea. Also, you need to set the 3DRender= to the maximum compression setting in the 'My Documents' main.cfg. I have included my settings. I have set the PrayState=256 & HunterState=256 so that I do not know when I have escaped from an encounter. [TIME COMPRESSION] TimeStop=0 RealTime=1 LandProximity=16 CriticalDamage=1 CrewEfficiency=1 AirEnemyDetected=1 SoundEffects=16 CharacterAnim=4 EnemyDetected=1 RadioReport=8 Particles=8 PrayState=256 HunterState=256 3DRender=256 Maximum=256 |
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Original: 1980=Morale 1981=Endurance 1982=Resilience Changed: 1980=Morale 1981=Efficiency 1982=Health I would be happy to put together the German version of this file, and the SH3 Commander file if someone is willing to provide the appropriate German translation. Quote:
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-Early War Crew -Middle War Crew -Late War Crew Quote:
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Well, I ran a compare on the new en_menu.txt and the old one in Word, and saw only those few label changes, so I figured it wouldn't matter much if I were using the German language version.
I did go into SH3 Commander to add a few qualifications, but I think I got a little carried away - when I got back into the game it turned out every one of my petty officer types has a qualification (I really thought I had left several alone, but apparently not) - I'm not sure if I can use SH3 Commander to remove some of those or not - will try that later I did make all the menu_1024_768.ini changes, so I guess we'll see if it makes a difference. Oh, and one thing I noted last night - when I started my patrol (the 7th for most of this crew), even with a machinist-qualified officer and three qualified petty officer types (and the rest seamen) I did not even start out with a full green bar in the diesel compartment - it was maybe 75-80% green - I'm thinking that this doesn't bode well for later in the patrol when people are tired - what does it take to get a full green bar using this model? Also, one question - in SH3 Commander, there is no new choice to select this fatigue model - I assume you should choose the "SH3 default" fatigue model, and then count on the changes in your mod as having tweaked that default model to get the benefit of your changes? |
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Type VII/IX: -Bow Torpedo: 10 to load internal torpedoes / 14 to load external torpedoes -Radio Room: 2 (qualified POs preferred) -Command: 2 Officers (LI and NAV) min, 3 seamen -Engine room: 1 Qualified PO and 4 seamen -Stern Torpedo: 6 crew members -Bridge: 1 Officer, 1 Qualified PO and 3 seamen -Flak/Deckgun: As many qualified POs as possible One other note. As with all mods, make sure you are in base before installing this mod because of the changes in the allowed number of POs and seamen. The exception is the bridge crew. You should try to maximize this compartment bar as much as possible. It's the only one that really matters. Quote:
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I have noticed my Officers with German cross in gold are still "uber". Crew rank is now in German. Any way to get this back to English?
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I'd like to try this, but apologies as I can't figure out the install. If I'm using SH3Cmdr, do I just replace the files that unpack into the SH3Cmdr file folder? Or do I have to do something with the other (NYGM mgt) folder also?
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Good luck and good hunting! |
U-55, Type VIIB - Feindfahrt 7 after action report:
Just completed my first patrol with this NYGM crew management mod (and second with the NYGM ship sinking mod) - using them with IUB 1.02 and SH3 Commander 2.4. Got great results with the ship sinking mod, again. Found nothing but single contacts this time out - sank one C2 and two C3s with torps, and a Schlepper and trawler with gunfire. All were very cool sinkings with intriguing uncertainty regarding whether they would actually sink or not (got nervous waiting so close to Scapa Flow for one C3 to sink so I finished it off with one last torp that broke her in half with a very satisfying explosion - the other 2 big ships went down slowly with nice flooding and up-ending effects, one of which finally sank just as I was in the process of coming about to finish her off with my stern tube). My last victim (the trawler) had the bad luck to be spotted just as the wind dropped down momentarily to 7m/s (for the first time in 2 weeks and the last time until I got within 50km of home) so I could use my gun (I was out of torps and heading home at that point). I surfaced a little too early, and the tricky bugger changed course and tried to ram me, but a couple of well placed HE shells into her wheelhouse at point blank range (and a timely order for ahead flank and right full rudder) foiled her plans and she burned and sank shortly thereafter. I'm not quite as sure about the NYGM crew management mod, after just this one patrol, but I'm gonna give it another shot on my next patrol. I like the concept a lot, but in practice it still felt like I was having to micromanage my crew a lot to get it to work right. It did work better than the RUB model did on my last patrol, in which all my guys were basically exhausted after only about 7-10 days (and without any particularly strenuous/dangerous/stressful encounters), even on their 6th patrol together. One thing I noticed and found unfortunate was that the mod seems to have disabled the ability to move crew in/out of the engine rooms by selecting the room name and right clicking on the men and stuff - kinda made it hard to try to swap out people in full shifts like I was hoping to be able to do. Also, I had a lot of "trouble" with phantom crew moving back and forth between the two engine rooms - i.e., seemed like there were always a couple of crew too many after a switch between engines (I'd drag the extra 2 into the currently unused engine room, then when I switched engines (surfacing or diving) there'd be another 2 blue/phantom guys in the wrong room and I would have to drag them out again. I also noticed that even with a torp-qualified senior officer with an iron cross (not a super one) and two torp-qualified petty officers and a room full of seamen (all of whom started at full stat bars), I still couldn't get the green bar in the forward torpedo room over about 20% full, whereas the aft torpedo room green bar was almost full with those same guys (fewer seamen of course). The time/numbers on the torp reloading though seemed to be pretty reasonable though, so I guess I'll just have to get used to ignoring the green bar as suggested in one of the posts above. I did like that the fatigue (and recovery) effects seemed to still work all the way up to 256 TC, but they appeared to cut out at 512 TC - is there a way to keep them working at 512 TC? Would setting the 3D screen TC settings in SH3 Commander to 512 do that, or is it coded some other way in the mod? All-in-all, a great effort on both these mods that I believe is going to add a lot to the SH3 experience - congrats and thanks for a job well done! :up: |
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panthercules,
Thankyou for the feedback. I also recently had a coastal merchant sink when I was literally seconds away from using a Coup De Grace. The NYGM CM Mod does not remove the management part. What is does, is make the management of your crew through Morale loss and Morale gain something worthwhile and interesting. In good weather it all runs very smoothly and it is simply a matter of rotating the crew, but when the wind picks up and the bridge watch tire quicker then you will eventually need to decide if you should rest the entire crew now or push on, if you push on and the crew doesn't have enough efficiency will you maybe loose a kill as they took too long to load a torpedo. Also, your success 'boosts' the crew's morale making you part of the system. If you decide to go toe to toe with a ship and your crew gets wounded or killed it will cause the morale to drop, again, you are part of the system. For me, the changing of the crew is mundane, but the overall experience is great. |
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